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Mohammad Mahdi Amanzadeh – ProQuest LLC, 2022
The overarching theme of this research project is to build a machine-accessible and mathematically precise abstraction of human body movement through experiments in programming an articulated puppet that imitates the human body structure and mobility within a "Real-Time Interactive Computer Animation" (RTICA). Human movement has been the…
Descriptors: Motion, Human Body, Programming, Man Machine Systems
Sara S. Alsubaie; Abbad M. Alabbad – English Language Teaching, 2020
Recent studies on language acquisition and motivation have targeted Japanese language learners in a formal educational context, with less attention paid to learners who study Japanese informally. The current study aims to investigate the impact of Japanese animations in the context of informal third language acquisition. It targets the native…
Descriptors: Semitic Languages, Japanese, Multilingualism, Animation
Schroeder, Noah L.; Adesope, Olusola O. – Educational Technology & Society, 2015
Advances in information technologies have resulted in the use of pedagogical agents to facilitate learning. Although several studies have been conducted to examine the effects of pedagogical agents on learning, little is known about gender stereotypes of agents and how those stereotypes influence student learning and attitudes. This study…
Descriptors: Academic Achievement, Student Attitudes, Pacing, Animation
Sorva, Juha; Lönnberg, Jan; Malmi, Lauri – Computer Science Education, 2013
Visual program simulation (VPS) is a new, interactive form of educational program visualisation, in which learners use graphical controls to direct a program's execution rather than simply watching an animation of it. In this article, we report on a qualitative empirical study of novice programmers learning through VPS. From an analysis of…
Descriptors: Visualization, Computer Uses in Education, Interviews, Observation
Nikirk, Martin – Techniques: Connecting Education and Careers (J1), 2011
"To infinity and beyond!" is the catchphrase of Buzz Lightyear, Universe Protection Unit space ranger, a character in the Disney/Pixar "Toy Story" franchise. The three films in the franchise--"Toy Story," 1993; "Toy Story 2," 1999; and "Toy Story 3," 2010--incorporate an innovative blend of many different genres, having spun off video games and…
Descriptors: Popular Culture, Toys, Video Games, Animation
Peters, G. David – General Music Today, 2009
Readers have experienced the acceleration in music technology developments in recent years. The ease with which students and teacher can access digital audio files, video clips of music performances, and online instructional resources is impressive. Creativity "environments" were developed in a game-like format for children to experiment with…
Descriptors: Creativity, Music Education, Music, Young Children
Neumann, David L.; Neumann, Michelle M.; Hood, Michelle – Australasian Journal of Educational Technology, 2011
The discipline of statistics seems well suited to the integration of technology in a lecture as a means to enhance student learning and engagement. Technology can be used to simulate statistical concepts, create interactive learning exercises, and illustrate real world applications of statistics. The present study aimed to better understand the…
Descriptors: Blended Learning, Negative Attitudes, Computers, Educational Technology
Davids, Mogamat Razeen; Chikte, Usuf M. E.; Halperin, Mitchell L. – Advances in Physiology Education, 2011
This article reports on the development and evaluation of a Web-based application that provides instruction and hands-on practice in managing electrolyte and acid-base disorders. Our teaching approach, which focuses on concepts rather than details, encourages quantitative analysis and a logical problem-solving approach. Identifying any dangers to…
Descriptors: Electronic Learning, Internal Medicine, Problem Solving, Internet
Yeh, Ting-Kuang; Tseng, Kuan-Yun; Cho, Chung-Wen; Barufaldi, James P.; Lin, Mei-Shin; Chang, Chun-Yen – International Journal of Science Education, 2012
The aim of this study was to develop an animation-based curriculum and to evaluate the effectiveness of animation-based instruction; the report involved the assessment of prior knowledge and the appropriate feedback approach, for the purpose of reducing perceived cognitive load and improving learning. The curriculum was comprised of five subunits…
Descriptors: Prior Learning, Animation, Feedback (Response), Structured Interviews
Shane, Howard C.; Albert, Patti Ducoff – Journal of Autism and Developmental Disorders, 2008
Social and anecdotal reports suggest a predilection for visual media among individuals on the autism spectrum, yet no formal investigation has explored the extent of that use. Using a distributed questionnaire design, parents and caregivers report on time allotted toward media, including observable behaviors and communicative responses. More time…
Descriptors: Autism, Caregivers, Visual Aids, Computers
Kartal, Gunizi – Journal of Educational Psychology, 2010
This study examines one of the design principles of multimedia learning in a context dissimilar to the one in which it was originally tested. Personalization principle states that the amount of learning increases when the style of language is informal and conversational. In an attempt to uncover the relationship between learning and language…
Descriptors: Computer Software, Multimedia Instruction, Epistemology, Undergraduate Students
National Institute of General Medical Sciences (NIGMS), 2009
Computer advances now let researchers quickly search through DNA sequences to find gene variations that could lead to disease, simulate how flu might spread through one's school, and design three-dimensional animations of molecules that rival any video game. By teaming computers and biology, scientists can answer new and old questions that could…
Descriptors: Science Careers, Computers, Genetics, Biology
Taylor, Mark John; Pountney, David C.; Baskett, M. – Computers & Education, 2008
In this paper, we examine the potential use of animation for supporting the teaching of some of the mathematical concepts that underlie computer games development activities, such as vector and matrix algebra. An experiment was conducted with a group of UK undergraduate computing students to compare the perceived usefulness of animated and static…
Descriptors: Animation, Computers, Mathematical Concepts, Algebra
Vaughn, Brandon K.; Wang, Pei-Yu – Journal on School Educational Technology, 2009
The use of visual aids is expected to have a positive effect on students' learning. However, not all visual aids work equally well. A recent meta-analytic research which examined 42 studies has found that the use of animated visuals does not facilitate learning (Anglin, Vaez & Cunnincham, 2004). The failure of visual aids can be attributed to…
Descriptors: Visual Aids, Introductory Courses, Statistics, Instructional Design
Clark, Kevin; Sheridan, Kimberly – Journal of Educational Multimedia and Hypermedia, 2010
The findings from an after-school program entitled Game Design through Mentoring and Collaboration (GDMC) funded by the National Science Foundation's Innovative Technology Experiences for Students and Teachers (ITEST) program. A total of 139 middle and high schools students in the Washington, D.C. metropolitan area to learn the basics of…
Descriptors: Mentors, After School Programs, Cooperation, Programming

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